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Adventure Title
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain
Session
1
1
Date Played
2022-03-03 19:30:00 UTC
2022-03-03 19:30:00 UTC
Levels Gained
GP +/-
14800
14800
Downtime +/-
10.0
10.0
Location Played
Roll20
Roll20
DM Name
C0ldW0lf
C0ldW0lf
DM DCI Number
DCI.-------
DCI.-------
Notes
--------------------------------------------------------------------------------------------------------------------------------------- Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. . North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. . To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. . Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught . I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. --------------------------------------------------------------------------------------------------------------------------------------- # **Rewards** 1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. chose: 1x Elixir of Health, 1x Potion of Heroism, 1x Potion of Superior Healing, 2x Scroll of Revivify 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a **+2 weapon.** chose: Longbow +2 3. Third Weapon Returned. Each character receives either a **blessing of protection** or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. chose: Blessing of Protection, Wave Loot: 1 Potion of Flying,1 Potion of Mind Reading,1 Potion of Greater Healing 1 Scroll of Fear, 1 Scroll of Hold Person, 1 Scroll of Conjure Minor Elementals, 1 Dispel Magic, 1 Magic Mouth, 1 Scroll of Protection (Fiends) +1 Chain mail, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (slashing), Ring of Protection, Ring of Spell Storing --------------------------------------------------------------------------------------------------------------------------------------- 15 Peile verschossen
--------------------------------------------------------------------------------------------------------------------------------------- Search ye far or search ye near You’ll find no trace of the three Unless you follow instructions clear For the weapons abide with me. . North past forest, farm and furrow You must go to the feathered mound Then down away from the sun you’ll burrow Forget life, forget light, forget sound. . To rescue Wave, you must do battle With the Beast in the Boiling Bubble Crost cavern vast, where chain-links rattle Lies Whelm, past water-spouts double. . Blackrazor yet remains to be won Underneath inverted ziggurat. That garnered, think not that you’re done For now you’ll find you are caught . I care not, former owners brave What heroes you seek to hire. Though mighty, I’ll make each one my slave Or send him to the fire. --------------------------------------------------------------------------------------------------------------------------------------- # **Rewards** 1. First Weapon Returned. Max gold for their level for each character in the party, and each character may choose five rare consumables (following normal rules for the number of pieces of magical ammunition). A character could, for example, choose 2 potions of superior healing, 2 spells scroll of greater restoration, and 1d6 +2 crossbow bolts. chose: 1x Elixir of Health, 1x Potion of Heroism, 1x Potion of Superior Healing, 2x Scroll of Revivify 2. Second Weapon Returned. Each character may choose one of the following items: arrow catching shield, bracers of defense, canaith mandolin, necklace of prayer beads (with six beads), staff of the woodlands, +2 wand of the war mage, or a **+2 weapon.** chose: Longbow +2 3. Third Weapon Returned. Each character receives either a **blessing of protection** or a blessing of weapon enhancement (player choice) and when the character gains 17th level can claim one of these legendary items for their own use subject to the MIL restrictions. chose: Blessing of Protection, Wave Loot: 1 Potion of Flying,1 Potion of Mind Reading,1 Potion of Greater Healing 1 Scroll of Fear, 1 Scroll of Hold Person, 1 Scroll of Conjure Minor Elementals, 1 Dispel Magic, 1 Magic Mouth, 1 Scroll of Protection (Fiends) +1 Chain mail, Goggles of Night, Stone of Good Luck, Boots of Striding and Springing, Armor of Vulnerability (slashing), Ring of Protection, Ring of Spell Storing --------------------------------------------------------------------------------------------------------------------------------------- 15 Peile verschossen
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Goggles Of Night | Uncommon | DDHC-TYP - White Plume Mountain | false | ||
Goggles Of Night adventuring gear (wondrous item, eyes),Uncommon While wearing these dark lenses, you have Darkvision out to a range of 60 feet. If you already have Darkvision. wearing the goggles increases its range by 60 feet. | |||||
Stone of Good Luck | Uncommon | DDHC-TYP - White Plume Mountain | true | ||
Stone of Good Luck adventuring gear (wondrous item), Uncommon Requires Attunement While this polished agate is on your person, you gain a +1 bonus to Ability Checks and Saving Throws. | |||||
Boots of Striding and Springing | Uncommon | DDHC-TYP - White Plume Mountain | false | ||
Boots of Striding and Springinge Wondrous item, uncommon (requires attunement) While you wear thes boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing Heavy Armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining Movement would allow. | |||||
Chain Mail +1 | Rare | DDHC-TYP - White Plume Mountain | false | ||
Chain Mail +1 Armor (heavy), rare You have a +1 bonus to AC while wearing this armor. | |||||
Armor of Vulnerability | Rare | DDHC-TYP - White Plume Mountain | false | ||
Armor of Vulnerability(slashing) Armor (plate), rare (requires attunement) While wearing this armor, you have Resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly. Curse. This armor is Cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor Curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While Cursed, you have vulnerability to two of the three Damage Types associated with the armor (not the one to which it grants resistance). | |||||
Ring of Protection | Rare | DDHC-TYP - White Plume Mountain | true | ||
Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and Saving Throws while wearing this ring. | |||||
Ring of Spell Storing | Rare | DDHC-TYP - White Plume Mountain | false | ||
Ring of Spell Storing Ring, rare (requires attunement) This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 − 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. Stored Spells: 2x Mirror Image | |||||
Frostbiss (Longbow +2) | Rare | DDHC-TYP - White Plume Mountain | true | ||
Longbow +2 Weapon (longbow), rare You have a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. Neves Bogen wurde mit Young Remorhazmaterial aufgearbeite. Dieser wirkt jetz wenn man in auf den ersten Blick ansieht aus als würde er sich bewegen aber bei genauerem hinschaun dann doch nicht. Fluff: This bow looks as if it were made from a single icicle and its string is made of silver. | |||||
Wave (trident) | Legendary | DDHC-TYP - White Plume Mountain | false | ||
Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts. You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to- or rebellion against-that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert. |